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KC Cup Lvl Max Shiranui Deck by Lagaz on Apr 13, 2020

Duel Links Shiranui KC Cup Lvl Max deck by a player, Lagaz. Decklist, tips, skills, and back-rows.
update 05/05/2020

Thank you for sharing your tips with us IGN: Lagas!

KC Cup Lvl Max Shiranui Decklist by Lagaz

Introduction

Compared to my last season KOG with Shiranui, I had to make adjustment to it for both 1st and 2nd stage of this KC Cup. The meta now is quite diversified, and thus in this ladder format your Shiranui deck must be prepared for everything. Again, your likelihood of winning is determined by your tech cards (and of course your execution).

Tech Choices

Sphere Kuriboh
Sphere Kuriboh
DARK Fiend ★1
ATK 300 / DEF 200
The Ultimate Rising [UR]
When an opponent's monster declares an attack: You can send this card from your hand to the Graveyard; change the attacking monster to Defense Position. When you Ritual Summon a monster, you can banish this card from your Graveyard as 1 of the monsters required for the Ritual Summon.

First, Sphere Kuriboh is one of the most valuable tech cards you can fit in now. It allows you to weather the storm of heavy OTK decks (Lunalight, Blackwing, HEROes), especially if you go first with not enough back row. I used to run Shiranui Samuraisaga initially, as, in theory, it helps you out in long grinds due to its recycling effect and banishing attack to remove threats that typical Shiranui decks don’t have a way to deal with.

However, when faced with the OTK-centric deck, Samurai is a dead card in hand, unless you have some setup prior, which is highly unlikely. Also, I found myself not using the Samurai effect that often in the rare instances I have him setup. With all that in mind, I switched my Samurai for Kuriboh in the end, as the protection Kuriboh provided was too valuable. That being said, if you run 30-card Shiranui, then keep your Samurai.

Divine Wrath
Divine Wrath
Counter Trap
Valkyrie's Rage [UR]
When a monster effect is activated: Discard 1 card; negate the activation, and if you do, destroy that monster.

Second, Divine Wrath is now the MVP. Monster effect negation works with almost every single meta deck right now.

One well-timed Divine Wrath could be the tipping point to swing the match in your favor (negate Sunsaga/Squire in mirror match, negate Aleister the Invoker on summon/in hand, negate Dragon Spirit of White in Blue-eyes match, negate Crystron Synchro Monster effect upon summon), deny and disrupt enemies’ setup (stop Vision HERO Faris/Elemental HERO Stratos/Vision HERO - Vyon’s effect, stop Blackwing - Simoon the Poison Wind on the enemy’s normal summon) or just simply steal you the win (stop all those obnoxious Kuriboh and Kiteroid), all of that while allowing you to set up your own GY with your Shiranui monster.

However, running one or two of these is actually debatable, as you won’t always have the ideal card to discard. Nevertheless, it is recommended at least one copy of Divine Wrath

Raigeki Break
Raigeki Break
Normal Trap
Soul of Resurrection [UR]
Discard 1 card, then target 1 card on the field; destroy it.

Third, Raigeki Break is now in an awkward position, with reasons similar to that of Divine Wrath, as you won’t always have the ideal card to discard, leading to suboptimal plays. Currently, I found myself using it for defensive plays most of the time (e.g. clearing back rows), I rarely do I find myself taking the initiative using it, as sometimes the discard is costly for a small destruction effect.

Ballista Squad
Ballista Squad
Normal Trap
Fortress of Gears [UR]
Tribute 1 monster, then target 1 card your opponent controls; destroy it.

However, I highly recommend getting Ballista Squad from the new box, as it can both unclog your monster zone if you got Floodgate’d or setup for big synchro on the following turn, something Raigeki Break isn’t able to.

Here are some scenarios when Ballista outperforms Raigeki: you open with Squire, then use Squire get a Spectralsword to Synchro Samuraisaga, then you can send Samuraisaga on the field to the GY for next turn Shogunsaga and if you also have a Gold Sarcophagus, then you can also go for Sunsaga next turn instead; you open with the only Solitaire, summon him, use his effect to get Spectralsword, then on the enemy’s turn use Ballista Squad to bring Spectralsword to grave, also popping up an opponent’s card and finally set up for a potential Sunsaga next turn. I would definitely replace Raigeki Break with Ballista Squad when I get access to them.

Floodgate Trap Hole
Floodgate Trap Hole
Normal Trap
Generation Next [UR]
When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.

And finally, when in doubt or when you don’t have access to the tech cards mentioned above, just use Floodgate. Plain, simple and effective.

Extra deck choice

I experimented with the extra deck also, and eventually found the current version to perform the best (one of each Shiranui Synchro, Revived King Ha Des, and Archfiend Zombie-Skull). That being said, you have to evaluate for yourself.

Shiranui Sunsaga
Shiranui Sunsaga
FIRE Zombie ★10
ATK 3500 / DEF 0
Soul of Resurrection [R]
1 Zombie Tuner + 1+ non-Tuner Zombie monsters
If this card is Special Summoned: You can return any number of your Zombie Synchro Monsters, that are banished or are in your GY, to the Extra Deck, then you can destroy cards your opponent controls, equal to the number of cards returned. If a Zombie monster(s) you control would be destroyed by battle or card effect, you can banish 1 "Shiranui" monster from your GY instead. You can only Special Summon "Shiranui Sunsaga(s)" once per turn.

Some decks run 2 Sunsaga, this would be effective in matchups when you have to turbo it out on turn 1 (by virtue of Level Augmentation), as that they can have a form of recovery if their first Sunsaga got removed (although rarely, as in those cases when you have to get a Sunsaga out first are often the matchups that Sunsaga’s presence is the win condition itself). You can just play safe and protect your Sunsaga with good backrows, thus I don’t see the need to go for 2 Sunsaga.

Shiranui Squiresaga
Shiranui Squiresaga
FIRE Zombie ★7
ATK 2100 / DEF 0
Soul of Resurrection [UR]
1 Tuner + 1+ non-Tuner monsters
You can only Special Summon "Shiranui Squiresaga(s)" once per turn. Once per turn: You can banish 1 face-up monster you control or in your GY, then apply these effects, in sequence, depending on what the monster was before it was banished, if it was any of these.
● Zombie: You can have all monsters you control gain 300 ATK.
● FIRE: You can destroy 1 Spell/Trap on the field.
● Synchro: You can destroy 1 monster on the field.

Some decks run 2 Level 7 Synchro Monsters (2 Squiresaga or 1 Squiresaga + 1 Black Rose Dragon). This is only recommended if you go for the 30-card version Shiranui. Yes, they are combo-heavy and able to deal devastating damage to the enemy’s broad, but they have little recovery power if they got disrupted, also they get countered hard in mirror match if there is an Archfiend Zombie-Skull on the other side.

Dragonecro Nethersoul Dragon
Dragonecro Nethersoul Dragon
DARK Dragon ★8
ATK 3000 / DEF 0
Soul of Resurrection [UR]
2 Zombie-Type monsters
Must first be Fusion Summoned. Monsters cannot be destroyed by battle with this card. At the end of the Damage Step, if this card battled a monster that has an original Level: That monster's ATK becomes 0, also, if that monster is still face-up on the field, Special Summon 1 "Dark Soul Token" (Zombie-Type/DARK/Level ?/ATK ?/DEF 0). (When Summoned, its Level and ATK become equal to the original Level and ATK of that monster.) You can only control 1 "Dragonecro Nethersoul Dragon".

There are even some variances that use Dragons Mirror to go for Dragonecro Nethersoul Dragon. This is actually pretty effective, especially when the enemy runs No Mortal Can Resist, since the Skull Servants can be used for the fusion summon, also at the same time unclog a monster zone if you got Floodgate’d. However be very cautious if you choose to use this, as the fusion monster is a Dragon-type monster. Thus, it cannot be used to summon a Sunsaga and it cannot even be summoned if you already went for a Squire earlier that turn.

Archfiend Zombie-Skull
Archfiend Zombie-Skull
DARK Zombie ★6
ATK 2500 / DEF 1200
Curse of Dread [N]
"Plaguespreader Zombie" + 2 or more non-Tuner Zombie-Type monsters
Face-up Zombie-Type monsters you control cannot be destroyed by card effects.
Revived King Ha Des
Revived King Ha Des
DARK Zombie ★6
ATK 2450 / DEF 0
Curse of Dread [R]
"Plaguespreader Zombie" + 1 or more non-Tuner Zombie-Type monsters
Negate the effects of Effect Monsters destroyed by battle with Zombie-Type monsters you control.

I personally choose Archfiend Zombie-Skull and Revived King Ha Des, thanks to the versatility they provide. While Zombie-Skull’s presence and protection are valuable when faced with Cyber Dragon or Blues-Eyes, or, in some rarer cases, Desperado or Aromage, Revived King Ha Des could just stop Thunder Dragon completely, block Elementsabers’ effects, or steal a win in mirror match against fellow Shiranui.

Wrap-Up

Final note, be adaptive. Shiranui is a toolbox, and you should be able to deal with almost everything with the proper cards in hand, so observe and think carefully while playing. Good luck!

Notable Cards

Shiranui Solitaire [SR]

Shiranui Solitaire
Shiranui Solitaire
FIRE Zombie ★4
ATK 500 / DEF 0
Soul of Resurrection [SR]
You can Tribute 1 Zombie-Type monster; Special Summon 1 Zombie-Type Tuner with 0 DEF from your Deck. If this card is banished: You can target 1 of your banished "Shiranui" monsters, except "Shiranui Solitaire", or up to 2 instead if "Shiranui Style Synthesis" is on the field; Special Summon them. You can only use each effect of "Shiranui Solitaire" once per turn.

Shiranui Squire [SR]

Shiranui Squire
Shiranui Squire
FIRE Zombie ★4
ATK 1500 / DEF 0
Soul of Resurrection [SR]
When this card is Normal Summoned, you can: Special Summon 1 “Shiranui Spectralsword” monster from your hand or Deck, also you cannot Special Summon monsters for the rest of this turn, except Zombie monsters. If this card is banished: You can draw 1 card, then discard 1 card. You can only use each effect of “Shiranui Squire” once per turn.

Shiranui Spectralsword [R]

Shiranui Spectralsword
Shiranui Spectralsword
FIRE Zombie ★2
ATK 800 / DEF 0
Soul of Resurrection [R]
If this card is in your Graveyard, except the turn this card was sent to the Graveyard: You can target 1 non-Tuner Zombie-Type monster in your Graveyard; banish both it and this card, and if you do, Special Summon 1 Zombie-Type Synchro Monster from your Extra Deck whose Level equals the total Levels those 2 monsters had. You can only use this effect of "Shiranui Spectralsword" once per turn.

Shiranui Spectralsword Shade [R]

Shiranui Spectralsword Shade
Shiranui Spectralsword Shade
FIRE Zombie ★3
ATK 800 / DEF 0
Soul of Resurrection [R]
You can Tribute this card, then target 2 of your banished Zombie monsters, except "Shiranui Spectralsword Shade", including a "Shiranui" monster; Special Summon them in Defense Position, but negate their effects, also, you cannot Special Summon monsters for the rest of this turn, except Zombie monsters. You can only use this effect of "Shiranui Spectralsword Shade" once per turn.

Shiranui Spiritmaster [R]

Shiranui Spiritmaster
Shiranui Spiritmaster
FIRE Zombie ★4
ATK 1500 / DEF 0
Soul of Resurrection [R]
When this card is Normal Summoned: You can Special Summon 1 "Shiranui" monster from your hand or Graveyard, except "Shiranui Spiritmaster", but banish it when it leaves the field. If this card is banished: You can target 1 face-up card your opponent controls; destroy it. You can only use this effect of "Shiranui Spiritmaster" once per turn.

Shiranui Shogunsaga [R]

Shiranui Shogunsaga
Shiranui Shogunsaga
FIRE Zombie ★8
ATK 3000 / DEF 0
Soul of Resurrection [R]
1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters
If this card is Special Summoned: You can banish 1 Zombie-Type monster from your Graveyard; this card gains ATK equal to the banished monster's original ATK, until the end of this turn. If this card on the field is destroyed by battle or card effect and sent to the Graveyard: You can target 1 of your banished Zombie-Type monsters with 0 DEF; return it to the Graveyard. You can only Special Summon "Shiranui Shogunsaga(s)" once per turn.

Shiranui Samuraisaga [N]

Shiranui Samuraisaga
Shiranui Samuraisaga
FIRE Zombie ★6
ATK 2500 / DEF 0
Soul of Resurrection [N]
1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters
Once per turn, during either player's turn: You can target 1 of your banished Zombie-Type monsters; shuffle it into the Deck, and if you do, change to Defense Position all monsters your opponent controls with ATK less than or equal to that monster's. If this card is banished: You can target 1 face-up monster your opponent controls; it loses 500 ATK. You can only Special Summon "Shiranui Samuraisaga(s)" once per turn.

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